222 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			222 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | SUB_STATE_WOODFENCE_0	<- 0 | |||
|  | SUB_STATE_WOODFENCE_1	<- 1 | |||
|  | 
 | |||
|  | function checkExecutableSkill_WoodFence(obj) | |||
|  | { | |||
|  | 	print(" checkExecutableSkill_WoodFence"); | |||
|  | 
 | |||
|  | 	if (!obj) return false; | |||
|  | 
 | |||
|  | 	local b_useskill = obj.sq_IsUseSkill(SKILL_WOODFENCE); | |||
|  | 
 | |||
|  | 	if (b_useskill) | |||
|  | 	{ | |||
|  | 		obj.sq_IntVectClear(); | |||
|  | 		obj.sq_IntVectPush(SUB_STATE_WOODFENCE_0); // substate撮? | |||
|  | 		obj.sq_AddSetStatePacket(STATE_WOODFENCE, STATE_PRIORITY_USER, true); | |||
|  | 		return true; | |||
|  | 	} | |||
|  | 	 | |||
|  | 	return false; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function checkCommandEnable_WoodFence(obj) | |||
|  | { | |||
|  | 	if(!obj) return false; | |||
|  | 	 | |||
|  | 	local state = obj.sq_GetState(); | |||
|  | 
 | |||
|  | 	local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); | |||
|  | 	print(" checkCommandEnable_WoodFence:" + skill_level); | |||
|  | 	if(state == STATE_ATTACK) | |||
|  | 	{ | |||
|  | 		return obj.sq_IsCommandEnable(SKILL_WOODFENCE); // 念瘫潍缣怃朝 ?姜蝶鉴虏 警蜗桧 陛栋?栖棻. 蒙机濠:姜霞热 [2012.04.20] obj.sq_IsCommandEnable(SKILL_BROKENARROW); | |||
|  | 	} | |||
|  | 
 | |||
|  | 	return true; | |||
|  | } | |||
|  | 
 | |||
|  | function onSetState_WoodFence(obj,state,datas,isResetTimer) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	 | |||
|  | 	local substate = obj.sq_GetVectorData(datas, 0); | |||
|  | 	obj.setSkillSubState(substate); | |||
|  | 
 | |||
|  | 	obj.sq_StopMove(); | |||
|  | 
 | |||
|  | 	local posX = obj.getXPos(); | |||
|  | 	local posY = obj.getYPos(); | |||
|  | 	local posZ = obj.getZPos(); | |||
|  | 
 | |||
|  | 	obj.getVar().clear_vector(); | |||
|  | 	obj.getVar().push_vector(0); | |||
|  | 	obj.getVar().push_vector(0); | |||
|  | 
 | |||
|  | 
 | |||
|  | 	print(" onSetState_Firewall:" + substate); | |||
|  | 		 | |||
|  | 	if (substate == SUB_STATE_FIREWALL_0) | |||
|  | 	{ | |||
|  | 		print(" onSetState_Firewall on"); | |||
|  | 		 | |||
|  | 		local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); | |||
|  | 		local objectNum = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_0, skill_level); // 0.当撩肾朝 螃粽薛? 偎热 | |||
|  | 		 | |||
|  | 		setCreatorSkillStateSkillIndex(obj, SKILL_WOODFENCE); | |||
|  | 		setCreatorSkillCount(obj, objectNum); | |||
|  | 		 | |||
|  | 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_WALL); | |||
|  | 	} | |||
|  | 	 | |||
|  | 	 | |||
|  | 	 | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | function prepareDraw_WoodFence(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onMouseMoveCharacter_WoodFence(obj, x, y) | |||
|  | { | |||
|  | 	local objectManager = obj.getObjectManager(); | |||
|  | 	 | |||
|  | 	local x1 = getCreatorBeforePosX(obj); | |||
|  | 	local y1 = getCreatorBeforePosY(obj);	 | |||
|  | 	local x2 = objectManager.getFieldXPos(x, ENUM_DRAWLAYER_NORMAL); | |||
|  | 	local y2 = objectManager.getFieldYPos(y, 0, ENUM_DRAWLAYER_NORMAL);	 | |||
|  | 	local zPos = 0; | |||
|  | 	 | |||
|  | 	if (y2 < TILE_FLOOR_START_Y) | |||
|  | 	{ // 夥款桧 卫蒙?朝 y谢?塭贼.. | |||
|  | 		return; | |||
|  | 	} | |||
|  | 	 | |||
|  | 	 | |||
|  | 	local dist = getDist2(x1, y1, x2, y2); | |||
|  | 	 | |||
|  | 	local term = obj.sq_GetIntData(SKILL_WOODFENCE, 0); // 当撩 除问 | |||
|  | 	 | |||
|  | 	if (term <= dist) | |||
|  | 	{	 | |||
|  | 		local consumeValue = getCreatorSkillConsumeValue(obj, SKILL_WOODFENCE); | |||
|  | 		 | |||
|  | 		if (useCreatorSkill(obj, SKILL_WOODFENCE, x2, y2, consumeValue)) | |||
|  | 		{ | |||
|  | 			local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); | |||
|  | 			local time = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_1, skill_level); // 1.螃粽薛? 虽楼卫除 | |||
|  | 			 | |||
|  | 			sq_BinaryStartWrite(); | |||
|  | 			sq_BinaryWriteDword(time); // 1.螃粽薛? 虽楼卫除 | |||
|  | 			sq_SendCreatePassiveObjectPacketPos(obj, 24354, 0, x2, y2, zPos); | |||
|  | 		}		 | |||
|  | 	} | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | function onProc_WoodFence(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	 | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | function onProcCon_WoodFence(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onEndCurrentAni_WoodFence(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	if(!obj.isMyControlObject()) { | |||
|  | 		return; | |||
|  | 	} | |||
|  | 	 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	if (substate == SUB_STATE_WOODFENCE_0) | |||
|  | 	{	 | |||
|  | 		obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | 	} | |||
|  | 	 | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onKeyFrameFlag_WoodFence(obj,flagIndex) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return false; | |||
|  | 
 | |||
|  | 	return true; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onEndState_WoodFence(obj,new_state) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterSetState_WoodFence(obj,state,datas,isResetTimer) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onBeforeAttack_WoodFence(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAttack_WoodFence(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterAttack_WoodFence(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return 0; | |||
|  | 
 | |||
|  | 	return 1; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onBeforeDamage_WoodFence(obj,attacker,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onDamage_WoodFence(obj,attacker,boundingBox) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterDamage_WoodFence(obj,attacker,boundingBox) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  |  |